Artifacts

Page 3


 
IonDagger of Extinction

The twin Daggers of Extinction are ancient artefacts closely associated with Elondil and Daig - Heaven and Hell. Singularly they are extremely powerful ritualistic weapons, but combined they grant the wielder supreme mastery over Life and Death !

Ion - Dagger of Life, white hilt.
Doe - Dagger of Death, black hilt.

Standard abilities of each ;-
+25% +6/+6 weapons made from the opposing black and white Pillars of Creation. Both do 1d8 x2 damage and automatically impale, simultaneously sinking into the flesh, spirit and soul.
Should one of the weapons be destroyed, it automatically reforms at the corresponding Pillar 1 day later.
Once impaled into something, Ion and Doe can only be removed by the person who did the impaling.
What's more, once impaled both daggers only continue to do damage if the target tries harming the wielder, doing  1d8 x 2 per round until death.
Anyone impaled cannot channel energy in any way.
Both weapons are capable of effecting any type of being; spiritual, astral, physical or immortal.

ION
If impaled into a dead being's Heart, Ion will temporarily restore the being's soul. However once the dagger is removed, the soul will automatically flee the body and return to Elondil / Daig.

DOE
If impaled into a being's Heart, Doe will banish the soul - no save, to Ave Thenox.

ION & DOE
Any being impaled by both daggers is utterly destroyed - True absolution.
If two beings are impaled in the same locale, one by ION and the other by DOE, (and certain other circumstances are right), the two daggers draw upon the Himen of Souls.
 

DoeDagger of Extinction

 
BEAST SLAYER

One of the 3 slaying swords given by Ischandi the Wise to the Eldar of Mount Eldahar as gifts. Beastslayer bears Ischandi's customary 3 runes upon its broad blade;-

A +20% +4/+2 Broad sword.

  • The Rune of Save - This rune takes one year to recharge. Once charged it appears on the blade and can be used. It basically protects the wearer with a Save Spell. Save Spells are extremely complex affairs that only trigger when the caster / wielder is about to die. The Save spell randomly creates changes the situation so that the caster / wielder will survive. i.e. It could teleport the user a thousand miles away, create a magical shield around him/her, cause him/her to swap places with their enemy, make them invisible and able to pass through matter etc etc - even reincarnate them as something / someone else. Save Spells can be dodgy things.
  • The Beast Rune - Can be triggered 3 times every day; this rune causes the blade to become Beast slaying - by beast I mean any normal creature (mythical or magical not included). The beast must be struck by the blade, wounded (a nick will do) and save vs a 15th level death spell (-75% to save) or die.
  • The Rune Unseen - Can be triggered 3 times every day; allows wielder to pass unseen to all beasts, effectively masking scent / sight and tracks.

 
The Tome - Soulguard

Soulguard is a sentient magical spell book. It was created by Census L'bone of the Pentacle as an aid to remembering spells and recalling them with ease (Census always had a problem with his memory, often forgetting where he was and what he was doing). Like other members of the Pentacle of Magic, Census had no qualms about abusing magic and using human lives for any purpose that aided him or his friends. So when an old school chum called Augure found himself dying of an incurable disease, Census began preparing a special ritual.

In 1767, without asking Augure's opinion on the matter, Census knocked his friend out and transplanted the dying man's soul into a magical tome. When Augure came around, he found his existence had undergone some drastic changes. Census made sure Augure only remembered pieces of his previous life (and even those were vague and hazy), wasting no time in writing in the new book and explaining its purpose.

For many years, Soulguard aided Census in all his spells and rituals, proving to be a constant assurance, both verbally, spiritually and mentally. But in 1800 Census disappeared and the Pentacle disbanded (due to an Undead war) leaving Soulguard abandoned to the Winds of Fate.

The book popped up every now and then, speaking to people with strong potentials to be mages and teaching them magic with promise, "I will make you a powerful mage !"

Soulguard cannot be opened unless it wants to. A 14th level "unlock" spell must be cast to stand a chance of turning its pages.

Soulguard knows the following spells - all from the Enchanting, Ritualistic, Summoning and Invocation spheres - 75 1st level, 45 2nd level, 30 3rd level, 30 4th level, 25 5th level, 32 6th level, 30 7th level, 30 8th level, 30 9th level, 20 10th level, 15 11th level, 15 12th level, 10 13th level, 10 14th level, 8 15th level, 3 16th level, 2 17th level, 1 18th level - called Census's Orb of Unlimited Summons.

  • Soulguard can increase anyone's ability / speed to learn / remember a spell by a factor of x 5 !
  • It can cloak itself under the illusion of a normal plain book of any size of shape.
  • It can speak out loud or directly to a person's mind/spirit via touch.
  • Anyone touching the book can be effected by a Lightning blast (8d6), a Hold Person (6th level) or a Fireball (6d6) at Soulguard's will.
  • Soulguard can only sense life within 15'. It cannot see or hear normal sights or sounds but instead senses on the spiritual plane.
  • It has the following armour - 6 AP /dice vs lightning / fire. 22 AP vs normal weapons. 
  • It has a POW of 30 and the equivalent of 40 HP. It can heal 10 HP at the expense of 2 POW and regains all its POW back after 5 days. 

 
The Flute of Shandar
Titan made

A transparent yellow tinged Laen flute of breathtaking workmanship, the Flute of Shandar (originally known to the Titans as the Shir'lu'owl - "Music of the Inner Mind") was given in the year 97 to Shanaba the musician who supposedly besought the Lord of Gift's and an instrument to symbolize Shandaria's great musical exploits.

Originally belonging to the group of Titans known as "The Players", the Flute's power to manipulate the threads between realities using unearthly musical notes made it Shandaria's greatest and most prized object - the symbol of Shandarian Royalty. (See Ankha Khazarad)

As an instrument it is +30% to all music skill checks.
Its main power is in reaching out across the Ids of Reality that form Eldahar's Continuum (facets and pockets of imagination in the Heartstone) and establishing links to other people / beings with similar ideas, goals and objectives. The flute generates corridors between these realms and their people that remain open as long as they both live. Up to 5 corridors can exist at any time forming a pentacle between realities.


 
Kranatakyn

Thousands of years before the Qual arrived on Eldahar, Baphomet and his Titan Dragon Kin masqueraded as Gods, both nurturing, exploiting and destroying dozens of races in their passion for change.

These races, lured by the offer of sanctuary within Eldahar's Heartstone actually became prisoners and victims in various Titan conflicts. As the Dragons warred across Eldahar's imagination-fueled Universe, millions of innocent beings suffered and perished as lands, suns, stars and whole worlds span out of control and ceased to exist (at this time, nothing so real as Eldahar existed - everything was fresh and new, carrying less belief and substantiality). This was no ordinary conflict between the armies of two opposing factions - this was a conflict of creation where various Titans sought to unto what others had already made. As a consequence of this, nothing lasted. Rifts would claim realities and Empires would rise and fall in the blink of an eye. This was the Age of the Rift - also known as the War of Creation.

Eventually Baphomet brought structure and laws to Creation. Forging the 7 Star Crown that would prevent his Kind from undoing Creation, Baphomet brought in a new age, The Age of the Dragon King and all became well.

However, even after Baphomet put an end to the chaos of the Rift Wars, millions of creatures still existed out in the boundless reaches of Eldahar's imagination, on the lost facets of ancient worlds and decaying fragments of reality. On one such floating, desolate rock, lay a forgotten, abandoned weapon of mass destruction called Kranatakyn.

Once wielded by Satûle - a Dragon who chose to take the appearance of a fearsome 3 headed serpent humanoid, Kranatakyn was lost upon his master's death during a war between the Alfar and Krell.

Because Kranatakyn was created and used during the Rift Wars, thousands of years before Eldahar became dominated by Orion and the Qual, its power exceeds anything previously seen. It is a power unto itself and a piece of history that is best left alone.

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Ability / Power Description
Shift shape Can appear as any sized or shaped weapon. From a dagger to a one hundred foot high sword ! Transformation is 1 foot per 2 seconds.
Sharpness A +20% +5/+5 weapon, Kranatakyn by-passes all non-magical armour as if it is 1 AP. Does a base 1d10 damage but delivers 2 x the 1d10 on a roll of 8,9,or 10.
By-passing Gives +50% to by-passing any non-magical weapon. All non-magical weapons break when attempting to parry it.
Awareness Can continuously sense life etc within a 250' radius of it.
Wounding All wounds are "wounding" and cannot be healed by anything less than holy means of 15th level +
Sentience Kranatakyn is fully sentient and 100% corrupting. Smooth as silk and always agreeable it will charm and goad the wielder into acts of ever greater destruction until the wielder eventually commits genocide, then planetcide and then destroys the everything in Eldahar !
Draining Kranatakyn drains energy and belief from everything it destroys at a rate of 1 POW for every 5. Every POW counts as 1 PP for spell casting purposes (see below for its spells)
Invulnerability Kranatakyn cannot be destroyed. As long as it can drain energy from its surroundings, it will survive. Anything thrown against it will be absorbed, converted into POW and PP's, then thrown back.

 
Spells of
The Black Goad
Level Description 
* Note - Spells can only be cast if Kranatakyn has a wielder. 
Open Rift 3rd Size varies. Wielder and Kranatakyn can pass through to a different reality.
Black Rain 10th Creates an umbrella of black tendrils over a an area up to 2000 feet radius - One tendril for every living / power imbued entity or object in the area of effect. After 10 seconds the tendrils stab downwards, each striking at +100 to hit and doing 2d10 + 10 POW drain (save at -50%) for half. Any tendril that misses its target, automatically goes for the next closest target at +50%, then +25% etc until it hits. After all tendrils have drained energy from something, the umbrella withdraws.
Awaken the Thar 13th Awakens and summons a Black Stalker. This creature drains all light from an area, blotting out the sun and withering all plant life within minutes by its passing.
Black Heart 3rd Kranatakyn goes for the heart with +50% to hit. POW drain is instantaneous if it hits for a critical.
Summon Nithlings 7th Summons 1d100 Nithlings. Creatures of the Black Planet that shift and swarm in a shapeless mass devouring matter everywhere they go.
Part protection 3rd Part a single magical protection.
Summon the Myrk Skaler 9th A huge many-limbed Black Giant that can freeze whole rivers by turning them into Black Ice.
Eat Soul / Enslave 8th Once Kranatakyn eats someone's soul, the being becomes part of the sword's soulless army. Beings enslaved by the sword do not feel pain and can reattach their body parts under Kran's indomitable will.
Black Sphere 10th A sphere of POW draining energy up to 1000' in radius.
At the height of the Rift Wars, Kranatakyn unleashed 40 Black Spheres at once! POW drain is 2d10+5 + 1d10+5 per level above 10th, save for half. Hence at 15th level it would do 12d10+30 POW drain ! A minimum of 42 points. A truly horrific amount.
Black Star 11th A Black star appears in the sky sending Black Light into the minds of every being present. The Black Light contains whatever images Kranatakyn desires - some of them are enough to drive things mad.
Black Planet 20th Takes 1 day to cast. Cost is 50,000 PP. Kranatakyn sends out a wave of Black Null-energy that turns the entire World into a Black Hole.
Various other spells 1st - 19th Kranatakyn is a Spell Caster using Do-magic in the Titan Will-based magic system. This means that given time, the sword will create and think up new spells to cast. It already knows 76 spells of the Black Order. There is no limit to how many it can know.

 
Shir ring - Sword of Shards
A +10% +2/+2 Short sword with ability to blur and haste

Shir ring was forged in the year 2290 by Tredir the Wise over a period of 14 days and nights. Beginning with a short sword of exquisite craftsmanship, Tredir completed the enchantment ritual by plunging the blade into the paralyzed heart of a True Shard called Myrmidal.

The sword and ritual drained the Shard's ability to haste itself and create blurring light.

Abilities

  • Shir ring can create a blurring light around itself at will, illuminating an area some 15 feet in radius. Any attempt to parry Shir ring is at -25%.
  • It can extend that light to its wielder for up to 10 minutes a day making the wielder harder to hit (-25%) but easier to spot.
  • Shir ring's main ability is self - Haste. It's weapon speed is the equivalent of 18! (That's 3 more than bare fist). This means that anyone wielding Shir ring is likely to have more attacks per round than a normal short sword which has a weapon speed of 10.

 
Arkysancture
And the Journey of the Sister Aegis

In the Titan year -932, Baphomet the Dragon King reached out with his mind across the endless, timeless Void to touch upon another great mind in distress. This mind was like nothing Baphomet had ever come across or imagined before as it was a living, thinking artificial intelligence that called itself "Sister."

Baphomet learned that "Sister" was in fact a gigantic metal ship that had been blasted into the void carrying the last remnents of a long dead race now known only as the Seers.

Three Custodian's dwelt onboard. With bodies made of living, flexible hyper sensitive metal, these three immortal Custodians possessed the minds of three of the greatest Seers. They had volunteered to pilot Sister to another world and begin the colonisation procedure. However, lost in the void for over a thousand years the Sister had begun to experience power failures and major faults. Two of the three Custodian's had gone insane and killed themselves whilst the third remained locked up, alone in the main bridge, sending distress signals through the void.

As the void could not be navigated and sensors refused to work in its nothingness, the Sister was well and truly lost. But Baphomet reached out and guided it to Eldahar and sanctuary.

The Sister Aegis crash landed in Eldahar's northern inner sea in the year -931 (a sea that would later be frozen by Ischandi the Wise). Floating, powerless upon the water, for a while the Sister Aegis attracted a great deal of Draconian attention. But after repeated attempts to get the ship to actually do something, most dragons gave up and just pushed it around a bit like some giant duck.

Baphomet on the other hand knew what the ship could do. He understood the ship's purpose - to bring its version of creation into being, even if that meant erasing the one already in existence. Onboard the Sister Aegis lay a device called the Akysancture - a huge oval crystal storing the entire matrix of life from the Seer's dead homeworld. If activated and given enough power the Akysancture could literally terraform the entire world into an exact copy of the Seer Homeworld replete with mountains, trees, individual lifeforms and memories.

Baphomet was fascinated by it but also fearful of its power. The Arkysancture could not be reasoned with or altered. It's version of creation was not open to debate or change - It's version would be the only version in which all of Dragon Kind would cease to exist. Such was the belief of the Arkysancture that Baphomet felt sure it would succeed in swaying the Heartstone of the World in its favor - erasing everything he had ever made or done! Baphomet could not allow that to happen.

Baphomet removed the 12 power rods that would allow the Sister Aegis to function and scattered eleven of them throughout the void. He knew that if they were within any measurable distance of the ship, the Sister could still draw upon their strange energy. But in his wisdom (and potential weakness), he decided to keep one on Eldahar to keep the Sister alive and able to talk.

As for the Custodian - he remained in the Sister for many years.

More recently.
In 991 the Custodian of Arkynlore (drawn by strange readings from nearby) decided to leave the Sister and explore. He didn't get very far - ending up in what was then called Evermore.

He encountered creatures of Chaos and change who regarded him fearfully and called him a creature of Law. As the Custodian was unchanging and perfect he represented the very essence of Law and as such Chaos sought to destroy him. The Demon Orcrist wrenched off the Custodian's left arm whilst other demons tortured and beat the Custodian with weapons.

Impervious to virtually any harm the Custodian eventually lost self control when Orcrist threatened to attack the Sister. Little is known about what occured, only that the Custodian walked out of Evermore to return to the Sister and nothing dared follow him.

Of Order and Entropy
After the arrival of Law and Chaos into the World, anomalies like the Sister Aegis began to fit into specific categories within the World Mind. As the Sister knew itself completely and wanted to impose its own version of creation, its own perfect Order, the World decided to file it under Law.

If the Sister had been in the outside Universe it would definitely have been a force of Law. But as it was on Eldahar, playing by Eldahar's rules, the Heartstone decided to call it a branch of Law called "Order." The effects of this classification were minimal - it meant that someone using an item of Order (i.e. The Thorn of Tears) did not have to be sworn to the Universal Power of Law. A good example of followers to Order are The Lost - beings dedicated to Order who do not go to Heaven (Elondil) but instead exist in death upon the Dream World, awaiting reincarnation and a continuance of the eternal struggle.

The Hand of Truth
A Silver living metal hand. When put on in place of a normal hand this device feels and acts just like a normal hand. It is however virtually indestructable and though it transmits pain signals to the brain, it remains completely immune to fire, cold, lightning and magic.

When touched by the Hand of Truth, any being that doubts its own existence will cease to be / be banished on the spot at 18th level INTensity.

The Thorn of Tears
Basically a thorn shaped mind implant inserted through the forehead leaving a rose-thorn silver mark on the skin. A charged device, this implant is meant to be a way for Custodian's to transmit data across any distance directly from one mind to the next. In more recent times with only one Custodian remaining it ended up having another use...

As Demons / creatures of Chaos cannot bare any certainty, fact, or absolute, by transmitting information along the Thorn directly into another being's mind (a being who doesn't have a corresponding Thorn) interesting things happen. Normal beings just experience a slight nausea and headache as their minds aren't equiped to make sense of the incoming data. However, Chaos creatures by their very nature cannot tolerate Order. Having Order beamed directly into their minds usually results in exploding heads.

See
The Custodians
Also see Aegis Staff.

 
The Sword of Legends

Nothing is actually known about this legendary blade but plenty of things have been credited to it over the centuries. It is the embodiment of all things legendary and miraculous. No one has actually seen it and no one actually knows where it is. It is the stuff of legends, the talk of tavern side tables and explorers and adventurers alike.

Getting a lot of publicity and notoriety from an obscure reference in the Esian Book of Swords (the definitive guide of all magical blades), the sword - Legend remains (as you might expect) the most elusive of all of Eldahar's artifacts.

Sometimes confused with the very similar sword "Myth".


 
The Sword of Nox

A +30% +5/+5 bastard sword made from a sharpened solidified tentacle of the Enigma beast. The Enigma is exactly what it sounds like - an enigma. Able to reach out through Time and Space to any moment and point in the Multiverse, it is perhaps the most powerful entity in existence (if you don't count its complete lack of intelligence and primitive instincts).

The Sword of Nox was made by Lady Nox of Night for her Champion - The Knight of Night (alias one of the many incarnations of Minnow Corsarri). As a sword it is perfectly balanced, virtually weightless and razor sharp; any warrior's dream weapon! However, it does have one or two other functions that make it quite unique;

It can temporarily reconnect itself back to the body of the Enigma, thus enabling the wielder (Minnow) to return to Nox's Castle "Outside of Time" whenever he chooses.

It can also (against Law and Chaos only) transmute itself for a single strike back into its natural form as a Tentacle of the Enigma. If it strikes, it randomly transports the target creature / being anywhere throughout Time, Space and Reality at 22nd level! (Yes 22nd level). The ability lasts until the sword strike something of Chaos or Law. It cannot be used again on the same World / Plane or within 5 years of any Timeline it has already been activated in. This is because it is only one tentacle of the Enigma's countless thousands.

For more informarion see Nox / Minnow Corsarri.


 
The House of Mylin

Mylin was the beloved daughter of Shorajin Hiak of the School of Anti-thought in Suraan.

The House of Mylin originated in Suraan during the 16th century and for over 800 years was passed from one noble Do' to another down through the generations. Appearing as a 1.5' x 1.5' doll's house of exquisite design the "House of Mylin" is in fact its own "atto" plane, containing a space some 30' by 40' in size within the 1.5' x 1.5' of the doll's house.

Larger on the inside than on the outside, the room inside is normally lushly furnished with a split level design (bedroom area to the back and raised). Once inside people can breathe freely, eat and sleep without feeling any of the jolts or knocks that the doll's house might receive. Food needs to be taken inside the house on a regular basis and lasts as long inside as it would outside. There are no windows inside the House but all illumination comes from magical lights in the walls that can be dimmed upon touch.

Entry into the "House" is simple. Merely stand on the roof of the house and you fall inside, dropping from the ceiling (20' in height) onto a pile of soft cushions. Exit is just as easy, clambering over the cushions and jumping upwards at the center.

Anything inside the House is protected from scrying at 14th level (the level of the House's enchantment). If the exterior of the House is dispelled or destroyed, everything inside must save vs 8th level or be lost "between" planes. Everything that saves suddenly appears in the vicinity of the doll's house.


 
Shava
Sword of the Elandian Kings

An ancient sword created by the Qual, Orion in the year 47 as an experiment in "creation and belief."
Shava is +15% due to its balance and +5/+5 per critical due to its peculiar alloys and unnatural forging.

Passed down from one King of Elandia to the next for over 2500 years, Shava's history has been one of constant theft. It seems as if every country other than Elandia has desired the sword at some point or other - but as it was given to the King's of Elandia and only them, it tends to find its way back pretty quickly. For a start, when it is touched by anyone other than an ordained King or Queen of Elandia, the sword emits blinding light that cannot be smothered or concealed. Even if the blade is buried the light shines through the earth and reveals itself. The sword will continue to emit this light until touched again by its rightful wielder - even if that means glowing with almost sun-like brightness for fifty years !

Abilities

  • Parting magic - Shava can part any normal magical protection (not Titan) in a 15' radius at 16th level. Note - by parting a protection it does not mean dispelling that protection, merely pushing it to one side so that the wielder remains unharmed. This applies to all static spells like magical walls, barriers or alarms. The sword literally warps the astral plane so that these spells do not go off or are tricked into "thinking" nothing is in the area.
  • Any spells directed at the wielder and sword are also "parted" as above and deflected in another direction chosen by the wielder. Again at 16th level.
  • Light - The sword can also create unlimited light in up to a 5 mile radius !
  • A light shield at will that does 12d10 damage to whatever it comes into contact with (save vs 16th).
  • In addition to all this (as if that weren't enough), the sword can contain up to 1000 PP for light spells.


Shava has a distinctive brilliant glowing appearance when drawn from its sheath. People fighting against Shava and its wielder are at -25% unless they have some sort of protection for their eyes (or no eyes at all).


 
The Moonstones
FACTS
  • 12 Moonstones exist - called Tier Uthinel's or Elf stones by the Fey.
  • The 12 exist in 4 sets of 3, with each set capable of slightly different things / sub abilities.
  • Moonstones can only be "fully" operated by those bearing Elven blood in their veins.
  • All Moonstones are tennis ball in size, tinted a slightly different color and transparent.
  • All Moonstones can scry / see any distance, however some only work under certain conditions.
Name of Moonstone
Color / Set
Special abilities
Tier Satarnis
Blue (1)
Moonlight required.
Tier Huros
Green (1)
Moonlight required. Can create 40 AP spherical shield around user.
Tier Ulmo
Yellow (1)
Moonlight required.
Tier Shantris
Golden (2)
Daylight required.
Tier Akunis
Silver (2)
Starlight required. Can transmute user and orb to starlight. Can scry beyond 99% magical barriers.
Tier Chandos
Bronze (2)
Complete absence of standard Moonlight, Starlight and Daylight required to function. Can only scry deep under the earth.
Tier Ethos
Golden (3)
Destiny stone - Stone of Kings. Influences fate. Grants Visions of Fate.
Tier Orthos
Ruby (3)
Fire stone - Protects vs Fire. Absorbs fire. Can scry anything made of or burning in fire - including fire elementals.
Tier Nial
Sapphire (3)
Ice Stone - Shapes ice. Can scry anything surrounded in water - including water elementals.
Tier Lupos
Black (4)
Scries into Dreams, influences dreams and allows the user to project into said dreams 1/week.
Tier Il-lium
Gray (4)
Scries Fey only. The user can scry and speak directly to any being possessing Fey blood.
Tier Ariel
White (4)
Purification / Sanctuary.

 


 

The four Ruling items were created in the Titan Wars as gifts for the greatest and most powerful leaders of the "lesser" races (those non draconian in nature). Created from the Imagination of Dayond, the four items remain to this day, linked to the World Mind, which gives them their power.

They are all crafted from an indestructible (21st level save) metal alloy combining among other even more rare things, Alaen and Misifear. If they once had original and true forms, they have long since been forgotten.

The Ruling Ring Once every 24 hours this Ring can transform into any other Ring, Magical or otherwise (Equal to or under 18th level complexity) that already exists. The wearer must will the ring to become the other ring by naming and describing the ring to be. Upon transformation the Ruling Ring adopts the same power / charges as the original, effectively replicating it in every way.

Side effect - Every transformation of this Ring ages the wearer by 5 years.

The Ruling Crown See Ruling Ring above but apply to Crowns only.
Side effect - Every transformation of this Crown causes the wearer to become increasingly paranoid - +1 paranoia per use. When the wearer reaches a paranoia stat greater than their wisdom they lose all self control (i.e. become a non player character).
The Ruling Stave See Ruling ring above by apply to staves of all kinds.
Side effect - Every transformation of this staff causes the user to permanently lose 5% of their weight.
The Ruling Rod Rods of all kind, shape and size etc.
Side effect - Every transformation of this staff causes the user to slowly transform into another random race. The user has their POW x number uses before the transformation is complete.

Note - All side effects are irreversible 

 

 
Godling
Of Dark Shadows
Yes - it is from Hellraiser...
An object created by Rombhard Stalawane of Elandia
Rombhard Stalawane was perhaps the greatest enchanter to ever live. Unfortunately he was also the most crazy. Every one of his 7 creations broke the rules of magic to become both utterly original and unfathomable at the same time. Godling was his final project - the culmination of 9 months of research into the possible existence of Dark Matter.

One day in the palace of Gost Yaroch, Rombhard dreamed up a mind bending theory and called it "The Unknown Quantity Principle." In short, Rombhard believed that beyond reality there existed an infinite number of possibilities. If someone could tap that "beyond," they would have the power of a God.

Using Queen Kitara's funding, he carried out hundreds of groundbreaking experiments and became totally obsessed with his idea. Then after several days without sleep he managed to warp his own reality and let something through. Only he could see it, moving in the shadows and passing through reality as if it existed on a different plane to our own. He called it Dark Matter and began his research in earnest.

Three weeks later Rombhard seemed to have gone utterly insane.

"It knows who I am. It's speaking to me even now. Can't you hear it? Can't you hear its whispers? It's all around us. It wants to take me with it but I won't go, not yet, no. I'm not sure I can exist where it exists. It's beyond - It's out there in the infinite. Anything could be there, it's the unknown. Don't you see, it's power was limitless, based upon it always being unknown. But I know it now. It hates me because I've trapped it, trapped it with my knowledge. Now it won't let me go, no, it won't let me out of here, out of my mind. It's watching my every move. It will do things for me, I can make it, look, see, it moves things. Such power, such limitless power and yet I have conquered it."

Not long after, Rombhard mysteriously vanished from the Palace.

Rombhard was taken and given sanctuary by Ashar of the Land of Midnight. With Ashar's help Rombhard temporarily regained enough of his sanity to create a container to trap the Dark Matter. Even though Ashar could not sense the Dark Matter, he did have faith in Rombhard's genius and helped where he could.

The box containing "Godling" is of intricate design. Inside the box is an "infinite probability". This possibility acts as a gateway for the unknown, unquantified and unspecified Dark Matter to enter the known World. However Rombhard didn't want just anyone opening the box and letting the Dark Matter loose - hence he made the box a puzzle box and a difficult one at that. It would take someone with a 24 INT approximately 2 years to solve as it has over 300 moving parts and has a 30 move combination to unlock. Once unlocked the Dark Matter streams through, (only visible to the user of the box). To banish the Dark Matter and close the box requires 3 simple moves whereupon the box performs a randomizing sequence upon itself.

Today
Rombhard is now an old man and just as nuts. Never quite recovering from his discovery of Dark Matter, Rombhard has spent the last 16 years shut away in a room scribbling strange patterns and symbols. Now with barely a thread of reality to hang onto, he awaits his death and whatever horrors it will bring.

Godling
Whoever controls the box, controls the Dark Matter and all the Dark Matter wants to do is return to the Beyond to become unknown again. If given the chance it will turn on the wielder and the box so a great deal of concentration is required.

Just a few of the things Dark Matter can be commanded to do ;-
Erect an invisible barrier.
Change something into something else.
Move, lift or break multiple objects.
Form a weapon, stairs, a ladder or bridge across space.


 
Ithillan's chainmail
An item of the homelands
chain
Description
Ithillan was the greatest smith to ever live in the Homelands. He only ever made 5 magical items but each one was the greatest of its kind - infact the fifth and final item proved so powerful that it nearly brought about the destruction of Ithillan's World by draining energy on an exponential scale.

Ithillan's chainmail is essentially a very fine and lightweight, one piece long sleeved tunic and hood. The chain appears to be made from a form of white steel and radiates a powerful transformation magic when examined closely.

magical Ability
Primary ability - the main function of the armour, identified by mages and wisemen down through the centuries...
The suit's magic saves at 21st level vs attempts to dispel or delve it and as armour it protects as 40/40/40/10 AP !

Secondary ability - remaining hidden for thousands of years, this ability can only be activated by someone speaking Ithillan's real name aloud (or in a whisper) and having the hood raised.

Anyone wearing the tunic gains the unlimited ability of shapeshift. The wearer can change every 3 seconds into another creature already existing within nature. The wearer automatically gains knowledge of how to control the new form, as if born into it, with only three seconds of adjustment required before perfect control is established. *Note - no other shapeshifting artifact does this, making Ithillan's chainmail the best of its kind.*

Other limitations ;-

  • The wearer cannot transform into any unique creature or being.
  • The armour will only blend objects and items carried on the wearer if they are equal or below 20th level in enchantment. Furthermore, objects possessing sentient life will co-habit the new form with the wearer, vying for possession of the flesh.
  • The wearer cannot transform into anything spiritual or otherwise - only creatures existing within NATURE.
  • The wearer cannot transform into anything larger than 50 in SIZ or less than 1 in SIZ.
  • The wearer is limited by 1 male form and 1 female form for each species / race. STATS for each form are adjusted +/- 25% of the wearer's original average, then applied to the form's / gener's stat differentials. Hence if the wearer transformed into a male bear with a +12% increase on STR, the wearers STR would be multiplied by 1.12, compared to the average for their race and then applied against the average for a male bear.
  • The wearer cannot alter the physical statistics of any form once changed. Whenever they change back to that form, it is exactly the same as when they left it.
  • All forms age as the wearer ages.
  • All injuries received whilst in an alternate form are carried back to the original.
  • The armour's magical AP does not exist in any form, bar the original.
  • Directed spell item's cannot be activated once blended into a form.
  • Self effecting aura activated items still work.
  • The wearer adopts all instincts (no save), both racial and sexual of the new form. When the wearer transforms, a part of their mind changes too. This can (and does) lead to confusion over identity as the new form seems so comfortable and natural - "as if born into it."
recent history
The chainmail was rediscovered by Ashar Guentas in 2601 using the Eye of All Hearts. Looking for enchanted armor to protect those dear to him, it was by pure chance he found the armour's resting place. However it still took him seven years to realize there was something more to it than magical strength and a further two years, interrogating the Damned of Daig before he discovered the armour's secondary ability. After that he gave it to his daughter Harmony as a present on her tenth birthday, so that she could learn to use her powers. 

 
Eye of All Hearts
Eye of All Hearts
A Titan Artifact

The Eye of All Hearts is a legendary precious stone of exquisite beauty and great size (being elipsical and 10 inches across at its widest point). The eye seems to have captured rays of light like a prism within its structure, causing it to constantly shimmer and change color.

Origins.
Of Titan origin, the Eye began its existance as a "dead" Dragon's Heartstone but later transformed into its current state (in the same way, after millions of years, a dead creature can become a fossil).

Abilities.
The Eye is perhaps the most powerful viewing device on Eldahar. When looked through, the Eye responds to the wielder's every desire, enabling them to see anything in an unbroken line of sight from the eye, up to any distance away!
 

  • The Eye has no range.
  • The Eye can only show things on a direct line of sight.
  • The Eye can "see" through any material. The Eye can also tune in on particular materials / energies, filtering its vision so that only these things are shown - All this is controlled by the wielder's will.
  • The Eye can "see" onto any other Realm.


Examples.
Someone standing on Eldahar could look up, gaze through the Eye and focus perfectly on a pebble sat on the surface of Eldahar's moon.

The wielder could tell the Eye to only show magic of a particular strength and the Eye would do exactly that.

History.
Very little is known about the Eye's origins, only that the Titan Vorshim stuck it in his forehead during the Assault on Mount Eldahar (circa 201). The Qual were unable to remove the Eye prior to Vorshim's imprisonment under the Born Mountains so there it remained until 2601 and the coming of Ankha Khazarad

In 2610 it was given by Ashar to his daughter Harmony as a present with which to view the World from the safety of Daig. When not being used by her, Ashar used it to spy on his enemies.


 
The Book of the Arda is a mysterious tome originally with 222 pages. It's pages are a reflection of its owner (i.e. the person leafing through it at the time), with each page behaving like a mirror into the being's soul.

Gazing into the book, beings see images of themselves (one per page) reflected back. These images can be recent or images of how they used to be in the past. So someone gazing on one page could see themselves as five years old and on the next, as they were only a week ago.

The power of the book comes from being able to reach into any particular page and touch the past. By touching themselves, the book's onlooker can revert themselves, memory et all, back to that previous self.

The book isn't just limited to touching yourself. The onlooker can touch items / belonging reflected in the book (either on the being's person or just sat infront of the book.)

For example ;- A sword has been broken. The broken pieces are placed infront of the book and reflected in it. The image shows the sword as it was five months ago and the book's holder reaches in and draws out the older, unbroken version, thereby replacing the one that currently exists.

Example 2 ;- The book's wielder sees a pendant around their neck they lost several years ago. By reaching into the page and touching the pendant, they summon it from the past to their hand.

Note: If an object still exists in the World, the Book of the Arda doesn't teleport it from wherever it is to the Book's wielder. The Book of the Arda summons a past version of the item. Then as soon as the past version materialises, the more recent version vanishes (as the World will not tolerate two objects co-existing within it).

EACH USE OF THE BOOK USES ONE PAGE.


 
Hourglass of DaigThe Hourglass of Daig / Hell is a powerful item carried by the Overlord of Daig and also used for short periods by the various Lord's of Hell. With the power to temporarily keep Daig's nightmarish aura at bay, it stands Approximately 1 foot in height and seems to have Titan origins. Aside from effecting the damned, It creates a spiritual "Still point" adding +50% to all meditations and +30% to all spell casting within 15 feet of it. Once tipped over the Sands of Solitude last 15 minutes. 

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